Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: zookeeper on August 12, 2013, 12:10:20 pm

Title: Why is $lod0_name needed?
Post by: zookeeper on August 12, 2013, 12:10:20 pm
I noticed that if you have a LODded submodel, you can't simply name it <submodelname> (and then its LODs <submodelname>b and <submodelname>c) but have to name it <submodelname>a if you want submodel animations, -destroyed models etc to work right with the LODs.

Is there any useful purpose for this limitation? The reason for why the $lod0_name submodel prop exists is apparently to allow one to add new LODs to models which lack the trailing "a" on their LOD0 submodel names without actually changing said name. However, if the game simply recognized <submodelname> in addition to <submodelname>a, then there wouldn't be any need for the feature in the first place. Would it be okay to lift the above limitation?
Title: Re: Why is $lod0_name needed?
Post by: FUBAR-BDHR on August 12, 2013, 01:36:39 pm
One case I can think of is where you have $special subsystems that were named something like engine and enginea (or one $special subsystem and one subobject subsystem).  Automatically looking for the a on the end of the tabled name could cause 2 enginea subsystems and no engine one thus breaking backward compatibility with existing missions.